Hi Weyert,

Thanks for the suggestion. I may be wrong here, but I think that would equate to the same number of draw() executions per frame, and would take a lot of logic to do it.

Jobe Makar
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----- Original Message ----- From: "Weyert de Boer" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <[email protected]>
Sent: Wednesday, October 19, 2005 10:50 AM
Subject: Re: [Flashcoders] Particle effects theory as it relates to BitmapData



- Generate about 5 of these things per frame (using clone() on the initial particle BitmapData). They get removed after a lifetime. - Every frame I wipe the screen clean, draw a base black square (using new BitmapData), loop through an array of Particle class instances and draw() them to the base square. I use Matrix.translate with draw() to position the particle data to where it needs to be

Do you know to which part of the frame the particles will flow too? If so, you could consider to only update that part of the frame that are changing. Instead of redrawing the particles each request, because you have a list of particle instances this should be possible. Of course I am not sure how much the calculation will add up to the total render time. Just a idea.
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